Nick

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  1. Nick

    Animation Scene Manager?

    This is good stuff, Dave. I'm going to be digging into it later for sure!
  2. Setting force3D to true seems to have corrected the issue. Thanks, Jonathan!
  3. Windows 7 (32-bit) and Chrome 38 is the only browser with the issue. IE and Firefox seem to be working fine. I will attempt setting force3D to true. Will this break in IE8/9 or simply revert back to false?
  4. So I have a problem with images tearing or not being completely removed from the screen on transitions. See attached image. What is the cause of this? Am I trying to do too much on the screen and the browser can't keep up? Can I do anything to improve performance? I have a link here. (Still very rough as I'm just playing with some ideas) http://bcifiles.bytesofknowledge.com/dev/acc/rough
  5. Nick

    .call and .delayedCall - Spritesheet Problems

    Thanks for your help Jamie. I used the separate timeline and it worked great!
  6. Pretty sure it has to do with maximum image size for Safari Mobile. http://www.williammalone.com/articles/html5-javascript-ios-maximum-image-size/ My solution was to simply reduce my image sizes.
  7. Nick

    .call and .delayedCall - Spritesheet Problems

    Pretty awesome stuff, jamie... Thanks for your help. I owe you a beer. How do I access a Timeline created in that way? Can you please check out this fiddle and click the girl once she appears? http://jsfiddle.net/nicktest2222/sV5Ug/77/
  8. Fiddle is here: http://jsfiddle.net/nicktest2222/sV5Ug/74/ So I'm preparing to build my timeline. I have a buildAnimation function that creates my sprite-sheet animations. If there is a better to way to go about doing this, please share some knowledge with a noob. I want to create my sprite-sheet animations up front and call them at certain points in my timeline. I don't need to build them on the fly. Any help would be GREATLY appreciated. I was expecting to use: Didn't work. tl.call(buildAnimation, ["title", 628, 510, 10, 4, 0.11]) So I played around with this: Which kinda worked until... tl.add( TweenLite.delayedCall(-1, buildAnimation, ["title", 628, 510, 10, 4, 0.11])) Until I added this after it, which caused the sprite-sheet not to work (or force itself to last frame) tl.add( TweenLite.delayedCall(-1, buildAnimation, ["title", 628, 510, 10, 4, 0.11])); .to("#title", 0.5, {left:-1000}, "+=1.5");
  9. Nick

    TranslateZ sends image flying off the page

    Awesome job!
  10. Thanks Carl! One last thing, do either of you know what would cause issues in IOS with my code above? I'm seeing some strange things. Duplicating frames, white screen flashes... I have a scary feeling you are going to tell me to use <canvas>. Here is a link to test with: http://bcifiles.bytesofknowledge.com/dev/accident/ An image of the problem.
  11. Thanks, Jack! Your solution worked, except that adding a label seems to have affected the animation. What is causing this? Here with: http://jsfiddle.net/nicktest2222/sV5Ug/70/ Here without the label: http://jsfiddle.net/nicktest2222/sV5Ug/72/
  12. I'm having some performance challenges. Very new to Greensock and animation in general, so I'm not sure where my problem is coming from. 1 animated spritesheet at a time works very well, it's just when I try and put 3 in the same loop that it gets very sluggish. Can anyone help point me in a better direction? Maybe the way I'm attempting to build my timeline can be optimized? Any help would be greatly appreciated! Fiddle: http://jsfiddle.net/nicktest2222/sV5Ug/67/ Full screen: http://jsfiddle.net/nicktest2222/sV5Ug/67/embedded/result/
  13. Example: http://mailinator.com/index.jsp The background is a static blue and the cloud image found here: http://mailinator.com/assets/img/clouds-s.png , just subtracts along the x-axis. How would you duplicate this action in a timeline? I think I get the x:-1 and repeat:-1 part; I'm just not sure how you would reset the image so a small image can loop on forever? Any help would be greatly appreciated. Thanks.